In this update2
Full notes
Full Gunnhildr update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Compatibility
- Balance
- Gameplay
- Performance
- UI and audio
- Fixes
Gunnhildr changes
Hello, dear players!
We hope you've been enjoying our game! We've been hard at work this past month, and we're excited to show off our first batch of changes to address your feedback and concerns, as well as fixing a plethora of bugs!
Most of these changes have been available in the Beta Branch for some time - if you want to live on the cutting edge of design, consider switching over per the instructions in the latest beta patch. We'll try to keep the Release Branch as stable as possible by only moving changes from Beta to Release once they've had some time to be tested.
Feed us with feedback!
We're eager to hear what you think of the changes! Comments and critiques are, as always, extremely welcome!
This update includes the following:
Changed game balance significantly:
There is now an additional, smaller intro level before the current first level, and enemy threat scaling has been drastically reduced
Weapon stats and enemy stats have been altered across the board
Changed lots of text to make it easier to understand what the game is doing
Fixed many issues in weapon stat displays that would cause most weapons to appear to be massively weaker or stronger than they really are; specifically:
Fixed incorrect damage calculation when dealing with projectiles that are both multiplied and explosive
Fixed passive effects affecting calculations for held weapons, but not calculations on found weapons
Added pause menu option to change resolution and fullscreen mode - let us know if more options are needed
Fixed an occasional crash when teleporting to the next level
Fixed sound mixing for grenade impacts and pot breaks to be less ear shatteringly loud
Fixed enemies calling out from incorrect positions after being flung across the room
Changed intro/attract mode video to accept ‘any key’ to skip, rather than the games ‘action’ button
Fixed enemies disappearing when carnage setting is low (because otherwise they'd have exploded!)
Lots of ragdoll fixes!
They don't leave bullet impact decals on things when they slam into surfaces anymore!
No more “headless” Thralls or “broken” Pistoliers!
Lots of little changes to just make ragdolls better
Fixed the Main Menu sometimes having a different appearance due to world lighting or missing objects
Fixed several issues with the overheat visuals (and audio!) becoming stuck permanently “on”
Fixed HUD directional indicators (damage, grenades, etc) sometimes becoming squished or invisible
Fixed off-center HUD “Overheat” warning message
Fixed some stability issues in impact effects and Wildfire visuals - no more invisible fire!
Fixed a couple more rare cases where enemies respond poorly to being locked in a room with the player. For instance, forgetting where they are or which room they are allowed to move into.
Fixed Lucky’s Pensieve charging significantly less halite than it should have for some upgrades - Lucky says he hopes you enjoyed your discount!
Improved performance on many fire-related particle effects
Improved performance for exploding projectiles and explosions in general
Fixed the Berserker tutorial enemy dropping a shotgun that could be used in the tutorial
Changed vertical launch pads so they no longer throw the player upwards when their associated door is locked
Changed audio balance in Garmr’s boss music
Added sound effects to Wildfire particles (the fire that spreads from the impact point of flaming projectiles)
Fixed some issues with menus, such as obsolete settings, options visible only at certain resolutions, and some incorrect text
Fixed an issue that would result in the player’s footsteps often producing the wrong sounds (e.g., ‘concrete’ sounds when walking on metal)
Added a popup when changing quality settings in the menu, so it doesn’t look like the game froze
Added a slight sheen of dust to glass surfaces so they don’t appear to be completely invisible in many situations
Fixed a rare issue where, if the intro video fails to load for whatever reason, the game will never progress into the tutorial
Source
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